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auracite/dalamud/Auracite/AppearanceStep.cs
Joshua Goins 70effe3541 Save even more data, whoop
All of your character's appearance data is now saved, and I've begun
the groundwork for exporting it into a client-compatible dat file.

If using the Dalamud plugin, the adventurer plate portrait is now
exported.
2024-11-01 16:41:05 -04:00

56 lines
No EOL
3.4 KiB
C#

using Dalamud.Game.ClientState.Objects.Enums;
namespace Auracite;
public class AppearanceStep : IStep
{
public event IStep.CompletedDelegate? Completed;
public void Run()
{
if (Plugin.ClientState.LocalPlayer != null)
{
Plugin.package.race = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Race];
Plugin.package.gender = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Gender];
Plugin.package.model_type = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.ModelType];
Plugin.package.height = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Height];
Plugin.package.tribe = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Tribe];
Plugin.package.face_type = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.FaceType];
Plugin.package.hair_style = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.HairStyle];
Plugin.package.has_highlights = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.HasHighlights] == 1;
Plugin.package.skin_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.SkinColor];
Plugin.package.eye_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.EyeColor];
Plugin.package.hair_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.HairColor];
Plugin.package.hair_color2 = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.HairColor2];
Plugin.package.face_features = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.FaceFeatures];
Plugin.package.face_features_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.FaceFeaturesColor];
Plugin.package.eyebrows = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Eyebrows];
Plugin.package.eye_color2 = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.EyeColor2];
Plugin.package.eye_shape = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.EyeShape];
Plugin.package.nose_shape = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.NoseShape];
Plugin.package.jaw_shape = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.JawShape];
Plugin.package.lip_style = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.LipStyle];
Plugin.package.lip_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.LipColor];
Plugin.package.race_feature_size = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.RaceFeatureSize];
Plugin.package.race_feature_type = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.RaceFeatureType];
Plugin.package.bust_size = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.BustSize];
Plugin.package.facepaint = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.Facepaint];
Plugin.package.facepaint_color = Plugin.ClientState.LocalPlayer.Customize[(int)CustomizeIndex.FacepaintColor];
}
Completed?.Invoke();
}
public string StepName()
{
return "Appearance";
}
public string StepDescription()
{
return "No user action required.";
}
public void Dispose()
{
}
}